Murphy's Law for Werewolf: The Apocalypse

as writ by K. M. Lintz

Needless to say, if Amberites, Angels, and Demons aren't immune to Murphy's Law, lesser supernatural creatures certainly have to deal with it...werewolves, for example, find it in silver coins, tides, and having to operate doorknobs. So, for the thirteen tribes of Werewolf: The Apocalypse...

As the Tribes Explain It

Black Furies:

Whatever can go wrong will be a man's fault.

Bonegnawers:

Whatever can go wrong usually means no dinner tonight.

Children of Gaia:

Whatever can go wrong will be radioactive.

Fianna:

Whatever can go wrong can't tell, or take, a joke.

Get of Fenris:

Whatever can go wrong will cause aggravated damage.

Glass Walkers:

Whatever can go wrong will fritz the computers.

Red Talons:

Whatever can go wrong has even sharper teeth than we do.

Shadow Lords:

Whatever can go wrong will keep us from attaining ultimate power.

Silver Fangs:

Whatever can go wrong will go wrong, but we're still here, still in charge, NOT losing..not...we're still sane. We are. Look at the pretty butterflies. I'm fine, really. Don't look at me like that.

Silent Striders:

Whatever can go wrong will go wrong wherever you go.

Stargazers:

Whatever can go wrong will go wrong in the here and now. Bleah.

Uktena:

Whatever can go wrong knows secrets it isn't telling.

Wendigo:

Whatever can go wrong will find a rich silver ore under a sacred burial ground of our people.

As the Auspices Express It

Ahroun:

Whatever can go wrong will require...rrgh...diplomacy.

Galliard:

Whatever can go wrong will make for a lousy story.

Philodox:

Whatever can go wrong will be totally unwilling to compromise.

Theurge:

Whatever can go wrong already knows the way.

Ragabash:

Whatever can go wrong will go wrong. It's a longstanding tradition.

As the Breeds Describe It

Lupus:

Whatever can go wrong can only be fixed with actual hands.

Metis:

Whatever can go wrong will laugh, and call you names, and never let you play in any werewolf games.

Homid:

Whatever can go wrong will go wrong in a room full of friends, who'll all freak if you go Crinos.

As the Tribes Respond

Black Furies:

When whatever can go wrong does, rip a man's nuts off. If that doesn't fix it, try another one.

Bonegnawers:

Whatever can go wrong will go wrong, but ya get used to it.

Children of Gaia:

When whatever can go wrong goes wrong, heal the damage, then plant a tree. If it goes wrong again...THEN call in the Get of Fenris and think of it as...good fertilizer. For your new tree.

Fianna:

When whatever can go wrong does, throw a party. That'll show it.

Get of Fenris:

When whatever can go wrong does, rip its throat out and eat its heart.

Glass Walkers:

When whatever can go wrong goes wrong, shoot it or reprogram it, but PLEASE try to maintain some modicum of civility, shall we?

Red Talons:

When whatever can go wrong does go wrong...well, that's when we earn our name.

Shadow Lords:

When whatever can go wrong happens, first, make sure it looks like someone else's fault.

Silver Fangs:

Whenever anything goes wrong, remember, it's NOT US. It's these darned butterflies. They're everywhere.

Silent Striders:

When whatever can go wrong goes wrong, walk away quickly and tell someone who can do something about it.

Stargazers:

When whatever can go wrong does, say something wise sounding. If you can, call someone "Grasshopper", and get them to deal with it.

Uktena:

When whatever can ngo wrong does go wrong, be sure to learn all its mysteries before it's destroyed.

Wendigo:

When whatever can go wrong goes wrong, huff, and puff, and blow its house down.


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j n m ( m n j )
"Does [the Mayor] have any expensive looking rings?"
-- Thief Dante scoping out opportunity.
(a moment later)
"Still?"